/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "ScriptPCH.h"
#include "ulduar.h"

#define GAMEOBJECT_GIVE_OF_THE_OBSERVER 194821

enum Spells {
    SPELL_ASCEND = 64487,
    SPELL_BERSERK = 47008,
    SPELL_BIG_BANG = 64443,
    H_SPELL_BIG_BANG = 64584,
    SPELL_COSMIC_SMASH = 62301,
    H_SPELL_COSMIC_SMASH = 64598,
    SPELL_PHASE_PUNCH = 64412,
    SPELL_QUANTUM_STRIKE = 64395,
    H_SPELL_QUANTUM_STRIKE = 64592,
    SPELL_BLACK_HOLE_EXPLOSION = 64122,
    SPELL_ARCANE_BARAGE = 64599,
    H_SPELL_ARCANE_BARAGE = 64607
};

enum Creatures {
    CREATURE_COLLAPSING_STAR = 32955,
    CREATURE_BLACK_HOLE = 32953,
    CREATURE_LIVING_CONSTELLATION = 33052,
    CREATURE_DARK_MATTER = 33089
};

enum Yells {
    SAY_AGGRO = -1603000,
    SAY_SLAY_1 = -1603001,
    SAY_SLAY_2 = -1603002,
    SAY_ENGADED_FOR_FIRTS_TIME = -1603003,
    SAY_PHASE_2 = -1603004,
    SAY_SUMMON_COLLAPSING_STAR = -1603005,
    SAY_DEATH_1 = -1603006,
    SAY_DEATH_2 = -1603007,
    SAY_DEATH_3 = -1603008,
    SAY_DEATH_4 = -1603009,
    SAY_DEATH_5 = -1603010,
    SAY_BERSERK = -1603011,
    SAY_BIG_BANG_1 = -1603012,
    SAY_BIG_BANG_2 = -1603013,
    SAY_TIMER_1 = -1603014,
    SAY_TIMER_2 = -1603015,
    SAY_TIMER_3 = -1603016,
    SAY_SUMMON_1 = -1603017,
    SAY_SUMMON_2 = -1603018,
    SAY_SUMMON_3 = -1603019,
};

class boss_algalon: public CreatureScript {
public:
    boss_algalon() :
            CreatureScript("boss_algalon") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_algalonAI(pCreature);
    }

    struct boss_algalonAI: public ScriptedAI {
        boss_algalonAI(Creature *c) :
                ScriptedAI(c) {
            pInstance = c->GetInstanceScript();
            Summon = false; // not in reset. intro speech done only once.
        }

        InstanceScript* pInstance;

        std::list<uint64> m_lCollapsingStarGUIDList;

        uint32 Phase;
        uint32 Ascend_Timer;
        uint32 Berserk_Timer;
        uint32 BigBang_Timer;
        uint32 CosmicSmash_Timer;
        uint32 PhasePunch_Timer;
        uint32 QuantumStrike_Timer;
        uint32 CollapsingStar_Timer;
        uint32 uiPhase_timer;
        uint32 uiStep;

        uint64 BlackHoleGUID;

        bool Enrage;
        bool Summon;

        void EnterCombat(Unit* who) {
            if (Summon) {
                DoScriptText(SAY_AGGRO, me);
                me->InterruptSpell(CURRENT_CHANNELED_SPELL);
                DoZoneInCombat(who->ToCreature());
            } else {
                me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                me->SetReactState(REACT_PASSIVE);
                uiStep = 1;
            }

            if (pInstance)
                pInstance->SetData(TYPE_ALGALON, IN_PROGRESS);
        }

        void KilledUnit(Unit * /*victim*/) {
            DoScriptText(RAND(SAY_SLAY_1, SAY_SLAY_2), me);
        }

        void Reset() {
            Phase = 1;

            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
            if (pInstance)
                pInstance->SetData(TYPE_ALGALON, NOT_STARTED);

            BlackHoleGUID = 0;

            uiPhase_timer = 0;
            Ascend_Timer = 480000; //8 minutes
            QuantumStrike_Timer = 4000 + rand() % 10000;
            Berserk_Timer = 360000; //6 minutes
            CollapsingStar_Timer = urand(15000, 20000); //Spawns between 15 to 20 seconds
            BigBang_Timer = 90000;
            PhasePunch_Timer = 8000;
            CosmicSmash_Timer = urand(30000, 60000);
            Enrage = false;
        }

        void JumpToNextStep(uint32 uiTimer) {
            uiPhase_timer = uiTimer;
            ++uiStep;
        }

        void DespawnCollapsingStar() {
            if (m_lCollapsingStarGUIDList.empty())
                return;

            for (std::list<uint64>::const_iterator itr =
                    m_lCollapsingStarGUIDList.begin();
                    itr != m_lCollapsingStarGUIDList.end(); ++itr) {
                if (Creature* pTemp = Unit::GetCreature(*me, *itr)) {
                    if (pTemp->isAlive())
                        pTemp->DespawnOrUnsummon();
                }
            }
            m_lCollapsingStarGUIDList.clear();
        }

        void JustSummoned(Creature* pSummoned) {
            if (pSummoned->GetEntry() == CREATURE_COLLAPSING_STAR) {
                Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                if (me->getVictim())
                    pSummoned->AI()->AttackStart(
                            pTarget ? pTarget : me->getVictim());
                m_lCollapsingStarGUIDList.push_back(pSummoned->GetGUID());
            }
        }

        void SummonCollapsingStar(Unit* target) {
            DoScriptText(SAY_SUMMON_COLLAPSING_STAR, me);
            me->SummonCreature(CREATURE_COLLAPSING_STAR,
                    target->GetPositionX() + 15.0f,
                    target->GetPositionY() + 15.0f, target->GetPositionZ(), 0,
                    TEMPSUMMON_TIMED_DESPAWN, 100000);
            me->SummonCreature(CREATURE_BLACK_HOLE,
                    target->GetPositionX() + 15.0f,
                    target->GetPositionY() + 15.0f, target->GetPositionZ(), 0,
                    TEMPSUMMON_TIMED_DESPAWN, 27000);
        }

        void UpdateAI(const uint32 diff) {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            if (Phase == 1 && HealthBelowPct(20)) {
                Phase = 2;
                DoScriptText(SAY_PHASE_2, me);
            }

            if (HealthBelowPct(2)) {
                me->SummonGameObject(GAMEOBJECT_GIVE_OF_THE_OBSERVER,
                        1634.258667f, -295.101166f, 417.321381f, 0, 0, 0, 0, 0,
                        0);

                // All of them. or random?
                DoScriptText(SAY_DEATH_1, me);
                DoScriptText(SAY_DEATH_2, me);
                DoScriptText(SAY_DEATH_3, me);
                DoScriptText(SAY_DEATH_4, me);
                DoScriptText(SAY_DEATH_5, me);

                me->DisappearAndDie();

                if (pInstance)
                    pInstance->SetData(TYPE_ALGALON, DONE);

                return;
            }

            if (Phase == 1) {
                if (!Summon) {
                    if (uiPhase_timer <= diff) {
                        switch (uiStep) {
                        case 1:
                            DoScriptText(SAY_SUMMON_1, me);
                            JumpToNextStep(3000);
                            break;
                        case 2:
                            DoScriptText(SAY_SUMMON_2, me);
                            JumpToNextStep(3000);
                            break;
                        case 3:
                            DoScriptText(SAY_SUMMON_3, me);
                            JumpToNextStep(3000);
                            break;
                        case 4:
                            DoScriptText(SAY_ENGADED_FOR_FIRTS_TIME, me);
                            JumpToNextStep(3000);
                            break;
                        case 5:
                            me->RemoveFlag(UNIT_FIELD_FLAGS,
                                    UNIT_FLAG_NON_ATTACKABLE);
                            me->SetReactState(REACT_AGGRESSIVE);
                            Summon = true;
                            break;
                        }
                    } else
                        uiPhase_timer -= diff;

                    return;
                }

                if (QuantumStrike_Timer <= diff) {
                    DoCast(
                            me->getVictim(),
                            RAID_MODE(SPELL_QUANTUM_STRIKE,
                                    H_SPELL_QUANTUM_STRIKE), true);

                    QuantumStrike_Timer = urand(4000, 14000);
                } else
                    QuantumStrike_Timer -= diff;

                if (BigBang_Timer <= diff) {
                    DoScriptText(RAND(SAY_BIG_BANG_1, SAY_BIG_BANG_2), me);
                    DoCast(me->getVictim(),
                            RAID_MODE(SPELL_BIG_BANG, H_SPELL_BIG_BANG), true);

                    BigBang_Timer = 90000;
                } else
                    BigBang_Timer -= diff;

                if (Ascend_Timer <= diff) {
                    DoCast(me->getVictim(), SPELL_ASCEND, true);

                    Ascend_Timer = 480000;
                } else
                    Ascend_Timer -= diff;

                if (PhasePunch_Timer <= diff) {
                    DoCast(me->getVictim(), SPELL_PHASE_PUNCH, true);

                    PhasePunch_Timer = 8000;
                } else
                    PhasePunch_Timer -= diff;

                if (CosmicSmash_Timer <= diff) {
                    DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0),
                            RAID_MODE(SPELL_COSMIC_SMASH, H_SPELL_COSMIC_SMASH),
                            true);

                    CosmicSmash_Timer = urand(30000, 60000);
                } else
                    CosmicSmash_Timer -= diff;

                if (Berserk_Timer <= diff) {
                    DoScriptText(SAY_BERSERK, me);
                    DoCast(me->getVictim(), SPELL_BERSERK, true);

                    Berserk_Timer = 360000;
                } else
                    Berserk_Timer -= diff;

                DoMeleeAttackIfReady();

                EnterEvadeIfOutOfCombatArea(diff);
            }

            if (Phase == 2) {
                if (Enrage) {
                    if (Ascend_Timer <= diff) {
                        DoCast(me, SPELL_ASCEND);
                        DoScriptText(SAY_BERSERK, me);
                        Ascend_Timer = urand(360000, 365000);
                        Enrage = false;
                    } else
                        Ascend_Timer -= diff;
                }
            }

            DoMeleeAttackIfReady();
        }
    };
};

//Collapsing Star
class mob_collapsing_star: public CreatureScript {
public:
    mob_collapsing_star() :
            CreatureScript("mob_collapsing_star") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new mob_collapsing_starAI(pCreature);
    }

    struct mob_collapsing_starAI: public ScriptedAI {
        mob_collapsing_starAI(Creature *pCreature) :
                ScriptedAI(pCreature) {
            pInstance = pCreature->GetInstanceScript();
        }

        InstanceScript* pInstance;

        uint32 BlackHoleExplosion_Timer;

        void Reset() {
            BlackHoleExplosion_Timer = 0;
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            if (BlackHoleExplosion_Timer <= diff) {
                me->CastSpell(me, SPELL_BLACK_HOLE_EXPLOSION, false);
                BlackHoleExplosion_Timer = 0;
            } else
                BlackHoleExplosion_Timer -= diff;
        }
    };
};

void AddSC_boss_Algalon() {
    new boss_algalon();
    new mob_collapsing_star();
}
